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Jon Aleckson
Doctoral Candidate in Educational Leadership and Policy Analysis
University of Wisconsin, Madison
CEO, Web Courseworks |
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The popularity of video games and the ability of Flash to mimic video game functionality have driven the topic
of online learning games to the forefront of online learning. Adobe Flash designers and programmers are able to
utilize video game design techniques as an important means of reaching a higher level of interactive learning,
and can teach and assess learners in ways that improve learning outcomes.
Both academic and workplace developers are devoting much attention to replicating the lure and effectiveness
of video games. This interest in Flash-based educational gaming has resulted in the development of a continuum
of Flash game types: from arcade-trivia games to immersive learning simulations. However, successful use of
gaming strategies in education is often misunderstood, inadequately implemented, or perceived as too expensive
or too difficult to undertake. Games are often poorly developed and misused.
When proper management and design processes are followed, appropriate Flash games can be developed without
exceeding budget or schedule, and with full sponsor support. To do this, a qualified development team must be
assembled. The team must collaboratively seek to apply new principles of design while keeping time, cost and
quality within limits. The team should utilize efficient programming techniques, and make use of evaluation
methodology for continuous improvement. As a result, the dream inherent in the game has a greater chance of
being created and implemented.
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Successful development of quality game-based learning components requires a diverse team of highly skilled
professionals: an instructional designer, an artistic illustrator, an ActionScript Flash programmer, and a
project manager.
Instructional Designer
The instructional designer should have a Curriculum and Instruction Education Technology Master's degree or an
equivalent degree in a related writing field such as English. She should exhibit superior mastery of English
grammar, punctuation, and style, and she should also demonstrate a unique ability to write concepts that are
interactive. The instructional designer should have substantial visual thinking ability, and have an instinct
for user experience. Additionally, any such team member should be able to identify learning objectives that can
be measured through assessment (hopefully assessment accomplished with interactivity).
Graphic Illustrator
Quality graphic artistry is often in the eye of the beholder. However, there is a discernible standard. The
illustrator must demonstrate an ability to create virtual scenes and avatars of the quality seen in popular
recreational video games and on national television. She must also be proficient with a vector art program like
Adobe Illustrator. If the illustrator can draw and animate within Adobe Flash, this increases the efficiency of
the team. When interviewing candidates, ask whether the artist's portfolio and experience measure up to today's
Shockwave online games and commercial video games.
ActionScript Flash Programmer
Graphic artists often double as the Flash programmers on a development team. This can be an impediment to
success, especially if the artist lacks familiarity with object-oriented programming. It is preferable to have
an individual on the team who is a computer programmer by training—and hopefully a video-gamer. This programmer
must have the Java programming (not JavaScript) and Flash ActionScript skill sets.
Project Manager
The project manager must be able to break down tasks, budget, and schedule. The classic time/cost/scope triple
constraint (see Figure 1) applies in all development projects. In order to invest in educational online game
components, sponsors must see that project management acumen is being utilized. Though a certified PMP (Project
Management Professional) is not necessary, this manager's duties will involve documenting project requirements
in a charter or statement of work, preparing a project plan, utilizing a systematic development process,
identifying risks, and creating a project plan that takes into consideration all stakeholders and contains a
final evaluation plan to ensure continuous improvement.
When forming the team, include at least one team member who is a polymath, an individual with a high level of
knowledge in multiple disciplines. The polymath is the ultimate team member. Once the team is assembled, the
first task is to agree on a game design. Incorporating video game design techniques will enhance instructional
effectiveness.
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To begin the development process, bring all team members together to brainstorm. Agree on the learning objectives
and the necessary elements of the game. Provide adequate time before the brainstorming session to allow team members
to search the Internet for examples of successful games of similar type and style. Bring the established learning
objectives to bear on these examples. Assist team members in benchmarking by distributing a list of game elements
and activity types. One example is Gee's 36 Learning Principles, a list of types of game-based learning activities.
In his book, What Video Games have to Teach us about Learning and Literacy, Gee provides a foundation from which to
explore successful educational techniques used by video game designers. Video games must use contexts that ensure
that the game player understands how to play. A serious online game should have a combination of simulated context,
challenge, information, and purpose. This combination works to immerse the learner in the learning transaction (Gee,
2003). Appropriate design encourages the learner to acquire or practice skills required by the learning objectives.
In Learning by Doing, Aldrich (2005) provides a resource of game elements and activity types, from whack-a-mole to
immersive simulations (see Table 1).
| Table 1 |
| Immersiveness in a favorite or interesting atmosphere (SuperBowl, science fiction, graphic novel, film noir, 1973 Miami) |
Use of established game genres (game shows, athletic competitions, computer games, card games, and kids' games) |
| Clicking as quickly as possible |
Gambling |
| Exaggerations of responses to make play more fun |
Reliving the roles of heroes or role models |
| Conflict |
Shopping |
| Gratuitous, detailed, and entertaining graphics and sounds |
Creating order from chaos |
| Choosing what your on-screen character looks like |
Mastering a simple cyclical skill (throwing a card into a hat, Pac-Man) |
| Competition between learners, facilitated by maintaining lists of high scores |
Any use of graphics |
| Accessible communities for competition, and/or sense of belonging |
Presenting a mystery or puzzle to solve |
| Creating a huge and powerful force enabling you to not just defeat but humiliate and crush all of those who dare oppose you |
Making the player overly powerful or overly relevant in a resolution of a situation |
| Simplified or abstract interfaces |
Using new technology |
| Having access to privileged information |
Choosing between multiple skill levels to better align difficulty |
(Aldrich 2005)
Finally, the brainstorming session should be guided by a set of rules, goals, and objectives.
Clark Quinn's Engaging Learning provides a set of rules that can enhance a team's session (see Table 2).
| Table 2 |
| Include all players—including programmers and graphic artists [author insertion] |
Do warm up or loosen-up activity (related to experience, trip, or character) |
| Have your team members brainstorm on their own |
Allow time for ideas to incubate |
| Allow several hours for team meetings |
Review ISD criteria |
| Circulate your criteria for a solution |
Get individual contributions—no value judgments |
| Look for connections between ideas |
Insist on wild ideas |
| Juxtapose random ideas |
After all ideas are presented, select key ideas through evaluation process |
(Clark Quinn, 2005)
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Sponsors are more likely to fund the development of game-based learning when assured that proper development
management is applied. The project manager must sell the concept of project management to the team. The manager
must recognize that timelines, metrics, and reuse of components are not part of a creative thinker's talents.
Work to move team members from "individual" to "team." Expose the team to the objectives of the Capability Maturity
Model (Carnegie Mellon University), where the goal is to build a team that documents tasks and processes, and
builds rubrics for continuous process and product evaluation. Here are specific actions that can increase the
team's timeliness, efficiency, and production quality:
- Develop a project plan
- Use a web-based team site
- Require logging of all activity hours
- Commit to reuse of code and graphics
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Efficiencies can also be gained from good programming practices. The game development team can help eliminate
frustration that comes with last minute sponsor changes by using easily editable XML for game text, organizing
graphics in external libraries, and making use of a URL string in the HTML that embeds the SWF (to make commands
for loading a movie, or stills).
Frequent use of Adobe Flash Help and online tutorials and forums should expedite logjams. Online Flash
programming sites provide useful information:
Programmers should be encouraged to comment their code:
- Commenting code benefits present and future coders
- Place (non-OOP) code in the main timeline
- If code is placed inside "Buttons" or "MovieClips," make a comment in the main timeline.
- Place code in its own layer named "actions"
This documentation regimen is key to maintaining sponsor support for Flash game development.
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Sponsors like to see project management protocol and will support projects more readily if the project plan calls
for evaluation and review. As educational game development can range from 50 to 1,000 development hours, sponsors
are more inclined to support a project that has budgeted resources for a formal management-oriented evaluation.
Instructional technology for distance education and classroom use may receive special evaluation attention for
several reasons. One is that the investment of time and money may be significant (Knox 2002). An evaluation effort
should consist of data from online surveys filled out by team members, sponsors, and learners who have tested the
game during various development phases. Ongoing data collection is also possible by embedding data points within
the game and tracking whether learning objectives have been achieved. A post-development review session should be
held with the team to document what worked and what didn't. The findings should be published, distributed, and
stored. Use them to improve the processes of future game-based learning projects.
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Aldrich, C. (2005). Learning by Doing. San Francisco: Pfeiffer.
Gee, James Paul. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.
Knox, A.B. (2002). Evaluation for Continuing Education, A Comprehensive Guide to Success. San Francisco, CA: Jossey-Bass.
Software Engineering Institute, Carnegie Mellon University. http://www.sei.cmu.edu/cmmi/
Quinn, Clark (2005). Engaging Learning. San Francisico: Pfeiffer.
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Jon Aleckson established Madison Productions, Inc. in 1978 for motion picture and video projects. In 1992,
he integrated new media production services for interactive CBT and Web-based eLearning projects. His passion
for interactive learning led to the creation of Web Courseworks in 2000. This division of Madison Productions
uses Flash game-based learning activities to achieve learning objectives for a variety of adult and child
learners. Clients of Web Courseworks include Children's Hospital of Wisconsin, Credit Union National
Association, Miller Brewing Company, GE Healthcare, University of Wisconsin Systems, and the US Army.
While managing his twelve-person eMedia development company, Jon is seeking his PhD at the University of
Wisconsin-Madison in Educational Leadership and Policy Analysis with a minor in (and special passion for)
the study and deployment of learning technology.
Jon Aleckson, CEO
Madison Productions, Inc and Web Courseworks
6680 Odana Rd.
Madison, WI 53719
Email: jonaleckson@webcourseworks.com
Web site: http://www.webcourseworks.com
Phone: 608-824-8900
Fax: 608-824-8908
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